Opengles tagged news

Opengles tagged news

Taming the Panthor: OpenGL ES 3.1 conformance achieved on Mali-G610

In this Collabora blog post, Eric Smith details how the Panthor kernel driver and Mesa Panfrost driver combination are now officially conformant for OpenGL ES 3.1 on Mali-G610 (a chip in the 10th generation of Mali, aka "v10" or "Valhall"). This required passing tens of thousands of conformance test cases. Passing these tests gives hardware implementers and software adopters assurance that the driver is basically sound. This doesn't mean that Panthor and Panfrost are bug-free, of course. Software being software, there are always bugs! It does mean that it's unlikely that there are major issues remaining. Users can be confident that programs using OpenGL ES 3.1 will "just work" on the tested version of Mesa (24.1.1).

Software in the Public Interest announces Apple M1 and M2 as being OpenGL 4.6 Conformant

Software in the Public Interest announces full OpenGL 4.6 and OpenGL ES 3.2 conformance on the latest Apple M1/M2-series drivers. New feature include: robustness, SPIR-V, clip control, cull distance, compute shaders, upgraded transform feedback, and more!

First OpenGL ES 3.1 Conformant M1 GPU Driver

Conformant OpenGL ES 3.1 drivers are now available for M1- and M2-family GPUs. The open source graphics drivers have passed the conformance test suite designed to verify every feature in the specification. For Asahi Linux users, these open source drivers are now available.

Meta Uses Khronos Open Standards in New Intermediate Graphics Library

Meta has announced the release of a new open-source Intermediate Graphics Library (IGL). Meta is committed to build open standards for 3D graphics in partnership with the broader industry and the Khronos Group. After months of hard work and dedication, Meta is sharing their latest creation with the development community.

IGL provides developers with a powerful set of tools for creating high-quality visuals and graphics in their applications. Whether a developer is working on a game, a 3D modeling application or any other project that requires top-notch graphics, IGL has you covered.

This cross-platform library encapsulates common GPU functionality with a low-level cross-platform interface, abstracting Render Hardware Interface (RHI) with a modern approach. It supports various graphics APIs, such as OpenGL, OpenGL ES, WebGL, and Vulkan, with a common interface. It’s lightweight and efficient, with minimal overhead on top of the underlying APIs, and has minimal dependencies on external libraries.

Automotive HMI Graphics Need Vulkan

Based on Basemark’s performance benchmarking, Vulkan enables consistently more than 50% faster graphics performance compared to OpenGL ES on automotive graphics rendering use cases.

Update: About Godot 4, Vulkan, OpenGL ES 3 and OpenGL ES 2

As Godot 4.0 with Vulkan gets closer, the developers have posted an update to clarify the direction that Godot 4 is taking for OpenGL ES. The renderer design and all resulting code has been re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. This will have taken close to three at the time of release. As such, OpenGL ES will not be supported in Godot 4. The goal is to support OpenGL ES 3 starting in Godot 4.1. There is more information which you can learn about from the Godot Engine team.

Zink (OpenGL-On-Vulkan): Summer 2021 Update

In this blog from Collabora, Erik Faye-Lund brings us up to date on upstream development, OpenGL 4.6 support, OpenGL compatibility profile, OpenGL ES 3.1 support, Lavapipe and continuous integration, Windows support, macOS support and more…

Deferred shading on mobile: An API overview

In this blog from Arm, Hans-Kristian Arntzen looks at how to implement deferred shading, a style of rendering which is still quite common. The deferred techniques have evolved over time, but the fundamental remains where a G-buffer is rendered, and lighting is computed based on that G-buffer data. This decouples geometry information from shading. Most of the innovation in the last years in the deferred space has revolved around reformulating the lighting pass, but the fundamentals remain the same.

Panfrost Adds OpenGL ES 3.1 to Mali GPUs

Panfrost is an open source driver for Arm Mali GPUs and has announced that it now supports OpenGL ES 3.1 on several Arm Mali GPUs. While Panfrost has had limited support for compute shaders on Midgard (Mali T760 and newer) for use in TensorFlow Lite, the latest work extends the support to more GPUs and adds complementary features required by the OpenGL ES 3.1 specification, like indirect draws and no-attachment framebuffers.

Arm announces astcenc 2.0 ASTC compression tool

Arm is delighted to announce astcenc 2.0! The ‘astcenc’ ASTC compression tool was first developed by Arm while ASTC was progressing through the Khronos standardization process seven years ago. astcenc has become widely used as the de facto reference encoder for ASTC, as it leverages all format features, including the full set of available block sizes and color profiles, to deliver high-quality encoded textures that are possible when effectively using ASTC’s flexible capabilities. This is a major update which provides multiple significant improvements for middleware and content creators. Learn move about astcenc 2.0 in the Khronos blog 'Create ASTC textures faster with the new astcenc 2.0 open source compression tool' written by our guest, Peter Harris, from Arm.

New ASTC Guide Released by Arm

Arm has released a new comprehensive ASTC Guide to help developers who wish to use ASTC technology to compress textures for 3D games and applications. The new guide contains a detailed ASTC algorithm overview, explains ASTC benefits, provides developers advice for achieving best compression results, and contains information on popular encoding tools -- as well as usage with game engines.

Basemark GPU Expands benchmarking to all major OSs and APIs including OpenGL 4.5, OpenGL ES 3.2 and Vulkan 1.0

Basemark announced the ability for anyone to objectively compare devices ranging from powerful desktops to low-powered embedded systems across all major operating systems. This is all possible with a new version of Basemark GPU, available now.

Basemark GPU 1.2 features the following:

  • Operating system support: Android, iOS, Linux, MacOS and Windows
  • Graphics API support: DirectX 12, Metal 2, OpenGL 4.5, OpenGL ES 3.1 and Vulkan 1.0
  • Three different modes: High Quality for powerful desktop computer, Medium Quality for laptops and powerful mobile devices such as premium smartphones and Simple Quality for embedded devices and entry level smartphones

Experimental Panfrost GLES 3.0 support has landed in Mesa

Collabora has been working on OpenGL ES 3.0 support for Mesa's Panfrost Gallium3D driver. Panfrost's OpenGL ES 3.0 support has now landed in upstream Mesa 20.1 and works with a mainline Linux kernel. While the code is still experimental, it can be accessed compiling the latest Mesa and setting the environment variable PAN_MESA_DEBUG=gles3

Implementing soft particles in WebGL and OpenGL ES

This article describes the implementation of soft particles in pure WebGL / OpenGL ES without any 3rd party library or engine used. This tutorial is based on a WebGL port of Android live wallpaper 3D Buddha Live Wallpaper. Source code is available on GitHub.

Diligent Engine Release v2.4.d

Diligent Engine is a modern cross-platform abstraction layer for Vulkan, OpenGL, OpenGL ES, Direct3D11 and Direct3D12. In release v2.4.b, Diligent Engine enabled MSAA and bindless resources, implemented GPU queries, added new tutorials as well as made major improvements to code quality assurance by enabling automated unit tests, format validation and static code analysis.